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<tr class="memitem:"><td class="memItemLeft" align="right" valign="top">struct &#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="structnkast_1_1_aether_1_1_physics2_d_1_1_collision_1_1_contact_feature.html">ContactFeature</a></td></tr>
<tr class="memdesc:"><td class="mdescLeft">&#160;</td><td class="mdescRight">The features that intersect to form the contact point This must be 4 bytes or less.  <a href="structnkast_1_1_aether_1_1_physics2_d_1_1_collision_1_1_contact_feature.html#details">More...</a><br /></td></tr>
<tr class="separator:"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:"><td class="memItemLeft" align="right" valign="top">struct &#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="structnkast_1_1_aether_1_1_physics2_d_1_1_collision_1_1_contact_i_d.html">ContactID</a></td></tr>
<tr class="memdesc:"><td class="mdescLeft">&#160;</td><td class="mdescRight">Contact ids to facilitate warm starting.  <a href="structnkast_1_1_aether_1_1_physics2_d_1_1_collision_1_1_contact_i_d.html#details">More...</a><br /></td></tr>
<tr class="separator:"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:"><td class="memItemLeft" align="right" valign="top">struct &#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="structnkast_1_1_aether_1_1_physics2_d_1_1_collision_1_1_manifold_point.html">ManifoldPoint</a></td></tr>
<tr class="memdesc:"><td class="mdescLeft">&#160;</td><td class="mdescRight">A manifold point is a contact point belonging to a contact manifold. It holds details related to the geometry and dynamics of the contact points. The local point usage depends on the manifold type: -ShapeType.Circles: the local center of circleB -SeparationFunction.FaceA: the local center of cirlceB or the clip point of polygonB -SeparationFunction.FaceB: the clip point of polygonA This structure is stored across time steps, so we keep it small. Note: the impulses are used for internal caching and may not provide reliable contact forces, especially for high speed collisions.  <a href="structnkast_1_1_aether_1_1_physics2_d_1_1_collision_1_1_manifold_point.html#details">More...</a><br /></td></tr>
<tr class="separator:"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:"><td class="memItemLeft" align="right" valign="top">struct &#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="structnkast_1_1_aether_1_1_physics2_d_1_1_collision_1_1_manifold.html">Manifold</a></td></tr>
<tr class="memdesc:"><td class="mdescLeft">&#160;</td><td class="mdescRight">A manifold for two touching convex <a class="el" href="namespacenkast_1_1_aether_1_1_physics2_d_1_1_collision_1_1_shapes.html">Shapes</a>. Box2D supports multiple types of contact:  <a href="structnkast_1_1_aether_1_1_physics2_d_1_1_collision_1_1_manifold.html#details">More...</a><br /></td></tr>
<tr class="separator:"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:"><td class="memItemLeft" align="right" valign="top">struct &#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="structnkast_1_1_aether_1_1_physics2_d_1_1_collision_1_1_clip_vertex.html">ClipVertex</a></td></tr>
<tr class="memdesc:"><td class="mdescLeft">&#160;</td><td class="mdescRight">Used for computing contact manifolds.  <a href="structnkast_1_1_aether_1_1_physics2_d_1_1_collision_1_1_clip_vertex.html#details">More...</a><br /></td></tr>
<tr class="separator:"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:"><td class="memItemLeft" align="right" valign="top">struct &#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="structnkast_1_1_aether_1_1_physics2_d_1_1_collision_1_1_ray_cast_input.html">RayCastInput</a></td></tr>
<tr class="memdesc:"><td class="mdescLeft">&#160;</td><td class="mdescRight">Ray-cast input data.  <a href="structnkast_1_1_aether_1_1_physics2_d_1_1_collision_1_1_ray_cast_input.html#details">More...</a><br /></td></tr>
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<tr class="memitem:"><td class="memItemLeft" align="right" valign="top">struct &#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="structnkast_1_1_aether_1_1_physics2_d_1_1_collision_1_1_ray_cast_output.html">RayCastOutput</a></td></tr>
<tr class="memdesc:"><td class="mdescLeft">&#160;</td><td class="mdescRight">Ray-cast output data.  <a href="structnkast_1_1_aether_1_1_physics2_d_1_1_collision_1_1_ray_cast_output.html#details">More...</a><br /></td></tr>
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<tr class="memitem:"><td class="memItemLeft" align="right" valign="top">struct &#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="structnkast_1_1_aether_1_1_physics2_d_1_1_collision_1_1_a_a_b_b.html">AABB</a></td></tr>
<tr class="memdesc:"><td class="mdescLeft">&#160;</td><td class="mdescRight">An axis aligned bounding box.  <a href="structnkast_1_1_aether_1_1_physics2_d_1_1_collision_1_1_a_a_b_b.html#details">More...</a><br /></td></tr>
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<tr class="memitem:"><td class="memItemLeft" align="right" valign="top">struct &#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="structnkast_1_1_aether_1_1_physics2_d_1_1_collision_1_1_e_p_axis.html">EPAxis</a></td></tr>
<tr class="memdesc:"><td class="mdescLeft">&#160;</td><td class="mdescRight">This structure is used to keep track of the best separating axis.  <a href="structnkast_1_1_aether_1_1_physics2_d_1_1_collision_1_1_e_p_axis.html#details">More...</a><br /></td></tr>
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<tr class="memitem:"><td class="memItemLeft" align="right" valign="top">struct &#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="structnkast_1_1_aether_1_1_physics2_d_1_1_collision_1_1_reference_face.html">ReferenceFace</a></td></tr>
<tr class="memdesc:"><td class="mdescLeft">&#160;</td><td class="mdescRight">Reference face used for clipping  <a href="structnkast_1_1_aether_1_1_physics2_d_1_1_collision_1_1_reference_face.html#details">More...</a><br /></td></tr>
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<tr class="memitem:"><td class="memItemLeft" align="right" valign="top">class &#160;</td><td class="memItemRight" valign="bottom"><b>Collision</b></td></tr>
<tr class="memdesc:"><td class="mdescLeft">&#160;</td><td class="mdescRight"><a class="el" href="namespacenkast_1_1_aether_1_1_physics2_d_1_1_collision.html">Collision</a> methods <br /></td></tr>
<tr class="separator:"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:"><td class="memItemLeft" align="right" valign="top">struct &#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="structnkast_1_1_aether_1_1_physics2_d_1_1_collision_1_1_distance_proxy.html">DistanceProxy</a></td></tr>
<tr class="memdesc:"><td class="mdescLeft">&#160;</td><td class="mdescRight">A distance proxy is used by the GJK algorithm. It encapsulates any shape.  <a href="structnkast_1_1_aether_1_1_physics2_d_1_1_collision_1_1_distance_proxy.html#details">More...</a><br /></td></tr>
<tr class="separator:"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:"><td class="memItemLeft" align="right" valign="top">struct &#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="structnkast_1_1_aether_1_1_physics2_d_1_1_collision_1_1_simplex_cache.html">SimplexCache</a></td></tr>
<tr class="memdesc:"><td class="mdescLeft">&#160;</td><td class="mdescRight">Used to warm start ComputeDistance. Set count to zero on first call.  <a href="structnkast_1_1_aether_1_1_physics2_d_1_1_collision_1_1_simplex_cache.html#details">More...</a><br /></td></tr>
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<tr class="memitem:"><td class="memItemLeft" align="right" valign="top">struct &#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="structnkast_1_1_aether_1_1_physics2_d_1_1_collision_1_1_distance_input.html">DistanceInput</a></td></tr>
<tr class="memdesc:"><td class="mdescLeft">&#160;</td><td class="mdescRight">Input for Distance.ComputeDistance(). You have to option to use the shape radii in the computation.  <a href="structnkast_1_1_aether_1_1_physics2_d_1_1_collision_1_1_distance_input.html#details">More...</a><br /></td></tr>
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<tr class="memitem:"><td class="memItemLeft" align="right" valign="top">struct &#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="structnkast_1_1_aether_1_1_physics2_d_1_1_collision_1_1_distance_output.html">DistanceOutput</a></td></tr>
<tr class="memdesc:"><td class="mdescLeft">&#160;</td><td class="mdescRight">Output for Distance.ComputeDistance().  <a href="structnkast_1_1_aether_1_1_physics2_d_1_1_collision_1_1_distance_output.html#details">More...</a><br /></td></tr>
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<tr class="memitem:"><td class="memItemLeft" align="right" valign="top">struct &#160;</td><td class="memItemRight" valign="bottom"><b>SimplexVertex</b></td></tr>
<tr class="separator:"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:"><td class="memItemLeft" align="right" valign="top">struct &#160;</td><td class="memItemRight" valign="bottom"><b>Simplex</b></td></tr>
<tr class="separator:"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:"><td class="memItemLeft" align="right" valign="top">class &#160;</td><td class="memItemRight" valign="bottom"><b>Distance</b></td></tr>
<tr class="memdesc:"><td class="mdescLeft">&#160;</td><td class="mdescRight">The Gilbert–Johnson–Keerthi distance algorithm that provides the distance between shapes. <br /></td></tr>
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<tr class="memitem:"><td class="memItemLeft" align="right" valign="top">struct &#160;</td><td class="memItemRight" valign="bottom"><b>TreeNode</b></td></tr>
<tr class="memdesc:"><td class="mdescLeft">&#160;</td><td class="mdescRight">A node in the dynamic tree. The client does not interact with this directly. <br /></td></tr>
<tr class="separator:"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:"><td class="memItemLeft" align="right" valign="top">class &#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classnkast_1_1_aether_1_1_physics2_d_1_1_collision_1_1_dynamic_tree.html">DynamicTree</a></td></tr>
<tr class="memdesc:"><td class="mdescLeft">&#160;</td><td class="mdescRight">A dynamic tree arranges data in a binary tree to accelerate queries such as volume queries and ray casts. Leafs are proxies with an <a class="el" href="structnkast_1_1_aether_1_1_physics2_d_1_1_collision_1_1_a_a_b_b.html" title="An axis aligned bounding box.">AABB</a>. In the tree we expand the proxy <a class="el" href="structnkast_1_1_aether_1_1_physics2_d_1_1_collision_1_1_a_a_b_b.html" title="An axis aligned bounding box.">AABB</a> by Settings.b2_fatAABBFactor so that the proxy <a class="el" href="structnkast_1_1_aether_1_1_physics2_d_1_1_collision_1_1_a_a_b_b.html" title="An axis aligned bounding box.">AABB</a> is bigger than the client object. This allows the client object to move by small amounts without triggering a tree update.  <a href="classnkast_1_1_aether_1_1_physics2_d_1_1_collision_1_1_dynamic_tree.html#details">More...</a><br /></td></tr>
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<tr class="memitem:"><td class="memItemLeft" align="right" valign="top">struct &#160;</td><td class="memItemRight" valign="bottom"><b>Pair</b></td></tr>
<tr class="separator:"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:"><td class="memItemLeft" align="right" valign="top">class &#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classnkast_1_1_aether_1_1_physics2_d_1_1_collision_1_1_dynamic_tree_broad_phase.html">DynamicTreeBroadPhase</a></td></tr>
<tr class="memdesc:"><td class="mdescLeft">&#160;</td><td class="mdescRight">The broad-phase is used for computing pairs and performing volume queries and ray casts. This broad-phase does not persist pairs. Instead, this reports potentially new pairs. It is up to the client to consume the new pairs and to track subsequent overlap.  <a href="classnkast_1_1_aether_1_1_physics2_d_1_1_collision_1_1_dynamic_tree_broad_phase.html#details">More...</a><br /></td></tr>
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<tr class="memitem:"><td class="memItemLeft" align="right" valign="top">interface &#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="interfacenkast_1_1_aether_1_1_physics2_d_1_1_collision_1_1_i_broad_phase.html">IBroadPhase</a></td></tr>
<tr class="separator:"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:"><td class="memItemLeft" align="right" valign="top">class &#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classnkast_1_1_aether_1_1_physics2_d_1_1_collision_1_1_t_o_i_input.html">TOIInput</a></td></tr>
<tr class="memdesc:"><td class="mdescLeft">&#160;</td><td class="mdescRight">Input parameters for CalculateTimeOfImpact  <a href="classnkast_1_1_aether_1_1_physics2_d_1_1_collision_1_1_t_o_i_input.html#details">More...</a><br /></td></tr>
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<tr class="memitem:"><td class="memItemLeft" align="right" valign="top">struct &#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="structnkast_1_1_aether_1_1_physics2_d_1_1_collision_1_1_t_o_i_output.html">TOIOutput</a></td></tr>
<tr class="separator:"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:"><td class="memItemLeft" align="right" valign="top">class &#160;</td><td class="memItemRight" valign="bottom"><b>SeparationFunction</b></td></tr>
<tr class="separator:"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:"><td class="memItemLeft" align="right" valign="top">class &#160;</td><td class="memItemRight" valign="bottom"><b>TimeOfImpact</b></td></tr>
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Enumerations</h2></td></tr>
<tr class="memitem:add4ce98ba857bd18396e52bdd08a80eb"><td class="memItemLeft" align="right" valign="top"><a id="add4ce98ba857bd18396e52bdd08a80eb"></a>enum class &#160;</td><td class="memItemRight" valign="bottom"><b>ManifoldType</b> { <b>Circles</b>
, <b>FaceA</b>
, <b>FaceB</b>
 }</td></tr>
<tr class="separator:add4ce98ba857bd18396e52bdd08a80eb"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a6b451e1a81d935444955bb7b95ca60f5"><td class="memItemLeft" align="right" valign="top">enum class &#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="namespacenkast_1_1_aether_1_1_physics2_d_1_1_collision.html#a6b451e1a81d935444955bb7b95ca60f5">PointState</a> { <a class="el" href="namespacenkast_1_1_aether_1_1_physics2_d_1_1_collision.html#a6b451e1a81d935444955bb7b95ca60f5abbb93ef26e3c101ff11cdd21cab08a94">Null</a>
, <a class="el" href="namespacenkast_1_1_aether_1_1_physics2_d_1_1_collision.html#a6b451e1a81d935444955bb7b95ca60f5aec211f7c20af43e742bf2570c3cb84f9">Add</a>
, <a class="el" href="namespacenkast_1_1_aether_1_1_physics2_d_1_1_collision.html#a6b451e1a81d935444955bb7b95ca60f5a5a7dacb6e9b5ba37e22f825429355174">Persist</a>
, <a class="el" href="namespacenkast_1_1_aether_1_1_physics2_d_1_1_collision.html#a6b451e1a81d935444955bb7b95ca60f5a1063e38cb53d94d386f21227fcd84717">Remove</a>
 }</td></tr>
<tr class="memdesc:a6b451e1a81d935444955bb7b95ca60f5"><td class="mdescLeft">&#160;</td><td class="mdescRight">This is used for determining the state of contact points.  <a href="namespacenkast_1_1_aether_1_1_physics2_d_1_1_collision.html#a6b451e1a81d935444955bb7b95ca60f5">More...</a><br /></td></tr>
<tr class="separator:a6b451e1a81d935444955bb7b95ca60f5"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a4381f145913e85d144af656519590e52"><td class="memItemLeft" align="right" valign="top"><a id="a4381f145913e85d144af656519590e52"></a>enum class &#160;</td><td class="memItemRight" valign="bottom"><b>EPAxisType</b> { <b>Unknown</b>
, <b>EdgeA</b>
, <b>EdgeB</b>
 }</td></tr>
<tr class="separator:a4381f145913e85d144af656519590e52"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a6accc1872ae575f6fa2848769826538f"><td class="memItemLeft" align="right" valign="top"><a id="a6accc1872ae575f6fa2848769826538f"></a>enum class &#160;</td><td class="memItemRight" valign="bottom"><b>TOIOutputState</b> { <br />
&#160;&#160;<b>Unknown</b>
, <b>Failed</b>
, <b>Overlapped</b>
, <b>Touching</b>
, <br />
&#160;&#160;<b>Seperated</b>
<br />
 }</td></tr>
<tr class="separator:a6accc1872ae575f6fa2848769826538f"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a436e707f6d9dff56b9a6f3491a717d97"><td class="memItemLeft" align="right" valign="top"><a id="a436e707f6d9dff56b9a6f3491a717d97"></a>enum class &#160;</td><td class="memItemRight" valign="bottom"><b>SeparationFunctionType</b> { <b>Points</b>
, <b>FaceA</b>
, <b>FaceB</b>
 }</td></tr>
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<tr class="heading"><td colspan="2"><h2 class="groupheader"><a name="func-members"></a>
Functions</h2></td></tr>
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delegate void&#160;</td><td class="memItemRight" valign="bottom"><b>BroadphaseDelegate</b> (int proxyIdA, int proxyIdB)</td></tr>
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delegate bool&#160;</td><td class="memItemRight" valign="bottom"><b>BroadPhaseQueryCallback</b> (int proxyId)</td></tr>
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delegate float&#160;</td><td class="memItemRight" valign="bottom"><b>BroadPhaseRayCastCallback</b> (ref <a class="el" href="structnkast_1_1_aether_1_1_physics2_d_1_1_collision_1_1_ray_cast_input.html">RayCastInput</a> input, int proxyId)</td></tr>
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<h2 class="groupheader">Enumeration Type Documentation</h2>
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<h2 class="memtitle"><span class="permalink"><a href="#a6b451e1a81d935444955bb7b95ca60f5">&#9670;&nbsp;</a></span>PointState</h2>

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          <td class="memname">enum <a class="el" href="namespacenkast_1_1_aether_1_1_physics2_d_1_1_collision.html#a6b451e1a81d935444955bb7b95ca60f5">PointState</a></td>
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<p>This is used for determining the state of contact points. </p>
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<tr><th colspan="2">Enumerator</th></tr><tr><td class="fieldname"><a id="a6b451e1a81d935444955bb7b95ca60f5abbb93ef26e3c101ff11cdd21cab08a94"></a>Null&#160;</td><td class="fielddoc"><p>Point does not exist </p>
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<tr><td class="fieldname"><a id="a6b451e1a81d935444955bb7b95ca60f5aec211f7c20af43e742bf2570c3cb84f9"></a>Add&#160;</td><td class="fielddoc"><p>Point was added in the update </p>
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<tr><td class="fieldname"><a id="a6b451e1a81d935444955bb7b95ca60f5a5a7dacb6e9b5ba37e22f825429355174"></a>Persist&#160;</td><td class="fielddoc"><p>Point persisted across the update </p>
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<tr><td class="fieldname"><a id="a6b451e1a81d935444955bb7b95ca60f5a1063e38cb53d94d386f21227fcd84717"></a>Remove&#160;</td><td class="fielddoc"><p>Point was removed in the update </p>
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